NikonReporter

= Nathan Aldworth, Jason Barclay, Jared Frisby, Daniel Pearson = || ||
 * =Nikon Reporter=

Overview
A news story is breaking right before your eyes. You have your trusty digital SLR slung around your neck, and the world is counting on you to capture the moment. You hold your camera's viewfinder to your eye, adjust some camera settings, and snap the next Pulitzer Prize-winning photo.

How did you know what to do? You've had plenty of experience, thanks to Nikon Reporter! In Nikon Reporter, you're challenged to finally switch your digital SLR from Auto to Manual and unleash the full power of your camera. You'll be presented with a variety of situations that photojournalists face every day, and you'll need to think fast to get the perfect shot. Nikon Reporter lets you practice with the full range of options found on today's sophisticated digital SLR cameras, so you'll be ready the next time a breaking news story happens.

Instructional Objective

 * To capture, in focus and composed, a correctly exposed image in the manual mode setting of your Digital SLR.** This would involve the setting of the ISO, shutter speed, aperture (f/stop), focal length of the lens and point of focus and framing of the image. The settings selected will affect exposure, depth of field, clarity necessary to capture the potential award winning photo.

Learners
This game is designed for anyone who wants to become better at using the Manual Settings on their Digital SLR. Probably High School age (14+) to adult. It might be used as part of a Digital Photography class as a way for the learners to practice their skills. It might also be used by someone who recently purchased a Digital SLR. It could also be used by the occasional photographer (one who takes pictures infrequently enough that they forget between shoots how the settings work) as a refresher from time to time. The learners are most likely aspiring photographers.

Context of Use
The Nikon Reporter Game will be designed to be played by individuals. Ideally it will be a web-based game so it could be used in schools. Each learner playing the game would need a computer. The training session(s) of the game will be designed to teach the learner how and why to change and utilize the different settings of a Digital SLR. No formal instructions would be needed prior to playing the game. A single play of the game might take several hours.

Scope
This game has the potential to be quite involved and big. As a leveled game, there is the potential for players to go from photographic pleb to master photographer. As an edutainment game, and one that is intended for students to be played over and over, this game is best suited to be an online egame. Included in the game will be the opportunity for the player to learn how to use his or her SLR camera during different conditions. The better the player is able to use the camera, the more add-ons (different lenses, flashes, filters, etc.) the player will receive. Points will be awarded depending on the skill that the player takes the pictures. After earning a certain amount of points, the player will move on to a new level with new set of challenges.

Object of the Game
The object of the game is to snap a Pulitzer Prize-winning photo in the final challenge. Players need to capture acceptable photos in previous challenges in order to get to the final challenge. They will be scored in each challenge based on how well their photos match up with the objective of the challenge.

Competing Products
A Photo Safari Game for the Playstation by Rhino Studios - Afrika - Released by Natsume in the US A Photo Safari Game for the Wii - Animal Kingdom: Wildlife Expedition A Photo Game for the N64 - Pokemon Snap - A Detailed Review describing Gameplay A Safari PC Game - Wild Earth: African Safari and the Wii Version - I don't think either is a photography game An RPG Photo Game - Watch the Birdie - You play the role of a Photographer in 1870 An FPS Photo Game - Photo Expedition - I think you just point and shoot Another Point and Shoot Game for Superman Returns - Stop! Press! A Variation of a Point and Shoot - Photo King While this CAC Animal Photography Game is not like ours will be, it was an interesting interface Photograph Birds - Snapshot Adventures: Secret of Bird Island A Puzzle Game - Photo Mania - Actually this does not seem to be about Photography, just managing a Photo Studio which in this case translates to clicking items on screen in a certain order to beat the clock.
 * Wikipedia Page -
 * Amazon Page - The reviews describe it similar to how our game might turn out
 * A Review from Gaming with Children - written by a 9 year old
 * A Review that mentions Afrika too
 * A Good Detailed Review at GamingWithChildren - mentions the educational factor

Design Details
//Universal Elements//

The player will spend most of the game in the following layout:

The user will be able to adjust the camera controls by clicking on elements with a mouse, or by using hotkeys on the keyboard. A readout along the top of the screen lists the player's current assignment, as well as the current experience level, Aperture, and Shutter speed. There are also buttons to Quit, Save progress, and access game Options.

Players will work through five experience levels as they progress through the game. Accordingly, different camera features will be available to them (and will be required to accomplish assignments) as they progress.


 * 1) **Amateur**. Players will be able to adjust Pan and tilt and Focal point.
 * 2) **Hobbyist**. Players will be able to adjust manual focus.
 * 3) **Cub Reporter**. Players will be able to use Shutter Priority (Tv) mode.
 * 4) **Photojournalist**. Players will be able to experiment with manual controls by using Aperture Priority (or Av) mode.
 * 5) **Prize Winner**. Players will be able to use all available manual controls.

A short tutorial will appear the first time a player starts the game, describing how the controls work and what the player can expect throughout the game. It will also define basic photography terms, and will state the player's ultimate goal in the game - to win the Pulitzer Prize in photography. At any point, a player can access the tutorial through the Options menu.

//Specific Elements//

User-manipulable variables in the game:
 * Aperture: The amount of light allowed through the lens. Depending on the assignment, the player will be able to adjust the aperture using a control knob on the rear of the camera.
 * Shutter speed: The amount of time the camera's sensor is exposed to light. Depending on the assignment, the player will be able to adjust the shutter speed using a control knob on the top of the camera.
 * ISO: The sensitivity of the image sensor. Depending on the assignment, the player will be able to adjust the ISO using a button and control knob on the top of the camera.
 * Focal length: The distance between the focal point of a lens and the camera's sensor. The player will be able to adjust the focal length by turning the zoom dial on the camera's lens.
 * Focus: The focal point of a lens. Depending on the assignment, the player will be able to adjust focus using the focus ring on the tip of the lens.
 * Shooting mode: Single shot, multiple exposure, and timer modes. Depending on the assignment, the player will be able to adjust the shooting mode using the Left control button on the rear of the camera.
 * Focus zones: The algorithm used by a camera to determine the point of focus. Depending on the assignment, the player will be able to choose a focus algorithm using the Right control button on the rear of the camera.
 * Pan and tilt: Aiming the camera. The player will be able to pan and tilt the camera using his or her computer mouse.

Output variables displayed:
 * Much like using a real SLR, the top of the screen will display the current Aperture and Shutter speed. Additionally, the image on the camera display will update to reflect chosen settings. For example, if the player chooses a more open Aperture (such as 3.2) and a faster shutter speed (such as 1/500), any element outside of the point of focus will appear blurry.

The initial or default state of all variables:
 * Aperture: 5.0
 * Shutter speed: 1/120
 * ISO: 200
 * Focal length: The camera will be zoomed out as far as possible
 * Shooting mode: Single shot
 * Focus zone: Default
 * Pan and tilt: 0 (the camera will be pointed directly in front of the player)

//Technical Elements//
 * Specific software needed to author the game - Adobe Flash
 * Platform(s) the game would be developed for - Web
 * File formats of graphics and sounds - Graphics in PNG, sound in MP3
 * Method to accommodate multiple platforms (if that's being done) - No multiple formats
 * Data structures for any files used to save the game state - XML to keep track of the player's experience level and past photographs. This data will be stored in a cookie on the player's computer.

Additional Screen Shots

== ==

Motivational Issues
The Digital Camera SLR e-game peaks a learner's //curiosity// by challenging learners to capture the "perfect" image. It engages a user of an SLR camera that might have difficulty capturing that "perfect" shot because they do not know the advanced features and are too adapted to the "automatic" settings. Using the "manual" settings is like taking the training wheels off of a bicycle. Learners are essentially left to their own devices. Implementing an interactive tutorial in this game will ensure that learners are not left in the dark--pardon the pun. Learners should develop an appreciation for capturing manual images depending on the situation they face (e.g. a room that is light vs. dark, glare, etc.). Other learners may find it fascinating to have the ability to manipulate the advanced settings or controls of an SLR camera found in the instructional objective (e.g. zoom, aperture, etc.). Those learners that enjoy //fantasy// games will enjoy being transported to a particular real-life setting where a photographic experience transpires before their eyes. Our e-game will have a different image or scenario for a different situation that may arise. Furthermore, our e-game will be competitive in nature by awarding points to the player based on how close they get to the "perfect" image and how they implement certain features of the camera itself. In addition, a time-test feature will add to the challenge and competitive nature of this game by forcing players to make a certain move in an allotted time.

Design Process
//__Describe the process you went through in putting the game together. What were your first thoughts? How did you enhance your ideas?__//

Our first thoughts were that we wanted to come up with a way in which people, unfamiliar with SLR cameras, could become more knowledgeable in the intricate uses of their camera. At first meeting, we threw out some ideas, but ultimately decided to look to the internet and see what was out there as far as camera simulations go. There already were several different types of camera simulations (see references below for a couple examples), but in the end there was not one simulation that was exactly what we wanted to do with our game. All the simulations and games were either strictly educational (to learn a camera) or entertainment (such as Animal Kingdom for Wii). We wanted to create something of a hybrid edutainment game.

After several group meetings, we continued to bounce different types of games. We decided on a web based game or potentially an iphone app that allows users to be able to learn the detailed technical parts of their digital SLR camera.

//__What ideas did you consider and reject (and why?).__// A number of competing products We knew anything but a simulation game would be less than par and therefore needed to create a simulation type of experience versus the others offered in the categories listed above, e.g. adventure. Our game involved the technical use of a camera, as if the player were manually using it without the automatic feature. Essentially, it pits the player in a situation or situations to figure out how an SLR camera works without the aid of the automatic feature. It may seem like an advanced game, but in fact, it's teaching a lay-men how a camera works without the automatic feature of a camera. For a digital photography course, this type of e-game versus the competing products we analyzed was necessary because, in a digital photography course, it is necessary to know the advanced features of a camera.

//__How did you gather background information?__// Our group researched competing online camera simulation games. Although many of the Digital SLR Camera e-games we tested were quite simplistic (see: References), save for one, they did provide us with an idea of what our Digital SLR Camera e-game might look like. Our goal in investigating and thoroughly testing these simulations was to see what competitors have already done, and whether our e-game would be anything different from competitors. One of the games that seemed to use some advanced features ([|Source 3]) allowed users to manipulate lighting, distance, focal length, ISO, aperture, and shutter speed. The problem we had with the simulation was that we wanted users to be able to use the advanced features in a "movable" setting, whereby they could walk around a given scenario. I magine a photographer attempting to use a zoom feature to capture a photograph of a bee pollinating a flower with the brightness of sunlight blocking the "perfect" image at a particular viewpoint. How does the learner use the advanced features of the Digital SLR camera to capture this moment, especially when they have a limited amount of time. Imagine a photographer attempting to use a zoom feature to capture a photograph of a hummingbird flapping its wings continuously, without any motion blur.

//__What did you do to see if there are similar games out there?__// Many of the other e-games online had functions and similar concepts that we wanted to implement in our game but also many of them failed to include a function where players could take a "perfect" picture manually using the various features of a camera.

//__What did you do to get feedback on the idea?__// We shared the game documents with our peers and classmates and got feedback as part of class sessions. Additionally, we shared the game with members of our target audience and got feedback from them as well.

//__How did you flesh out the game to the point of having a playable prototype?__// After multiple group meetings and brainstorms of how the game should "look" and function, the members of the group who were the subject matter experts (SME) on cameras worked to add their expertise to the technical components of the game. Since the purpose of the game is to educate players on how to use their SLR camera, that SME knowledge played a huge role.

//__How did you gather feedback from that?__// Feedback was gathered from the members of the group who were less photographically inclined. Input was sought and taken into advisement and various edits to the gameplay was made. Also, an outside expert was consulted. This person gave advisement on components of the game that dealt specifically with the technical aspects of the camera. Ultimately, the game became a nice blend of education and entertainment. Learning the advanced settings on a camera allows for a much richer and higher quality photo.

//__What lessons did you learn from this that you'll carry to your next game design project?__// We learned that there is an incredible amount of work that goes in to the creation, design and development of an electronic game. This was actually only the design and development side also. From here we would have to hire software designers to make the design a reality.

There are so many different aspects the go in to making a game. It is easy to understand how and why brainstorming sessions can last for weeks. Just when one person in the group came up with a great idea, the others would come up with something else just as brilliant that took the game in a different direction. Such a glorious exchange.

**References**
What did you look at to inform your design of the game Books & Journals Electronic
 * Schell, J. (2008).[[image:http://www.assoc-amazon.com/e/ir?t=quest07-20&l=as2&o=1&a=0123694965 height="1"]]__The art of game design: A book of lenses__. San Francisco: Morgan Kaufmann.
 * @http://www.spartandesign.biz/media/CameraSimulator.swf
 * @http://www.camerasim.com/SLRsim.html
 * [|http://www.nikon.com]
 * [|http://www.canon.com]